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==== Spawn Room ==== Many maps do not have gates or doors blocking the blue spawn area and will require you to add your own blockades. This can be as simple as placing a forcefield in front of the spawn and killing it when the wave starts, or as complex as creating a moving gate using [https://developer.valvesoftware.com/wiki/Func_tracktrain func_tracktrain]. For our example, we'll be using a [https://developer.valvesoftware.com/wiki/Func_forcefield func_forcefield], an invisible wall which can be disabled and enabled when wave start/end relays trigger using some basic AddOutputs <syntaxhighlight lang="cpp"> PointTemplates [$SIGSEGV] { corelogic { NoFixup 1 logic_auto { "targetname" "mainrelay" "OnMapSpawn" "item_ammopack*,Kill,,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier:Disable:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger spawnbarrier:Enable:0:-1,0,-1" } } forcefield { NoFixup 1 func_forcefield { "targetname" "spawnbarrier" "origin" "2724.365479 -2303.941650 -143.139458" // Rottenburg main spawn "angles" "0 90 0" "rendermode" "10" // 10 = Don't render "TeamNum" "2" // 2 for RED, 3 for BLU "mins" "-300 -300 -300" "maxs" "300 300 300" // 300x300HU cube } } } </syntaxhighlight> ''<sup>* is a [https://developer.valvesoftware.com/wiki/Wildcard wildcard] that can be used to reference multiple entities with the same prefix. It is limited to suffixes only (i.e. "*_start_relay*" would not work).</sup>'' For more complex maps with a lot of entities, it may be beneficial to strip away certain decorative elements of the map to avoid hitting the [https://developer.valvesoftware.com/wiki/Edict_t#Limitations edict limit] of 2048 while the wave is active (such as move_rope and keyframe_rope).
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